I have a map application and a submenu which has dynamically added objects (i.e. points on a map) added to the submenu, depending on the layer that is loaded. I have the ability to hide each individual objects (i.e. a point) by clicking on the corresponding submenu item. Is there any way to organize the submenu? When there are a lot of points (i.e. 100) the entire submenu takes up the screen. Can I add a scrollbar to a submenu? I looked in the documentation, but couldn't find anything that support this feature.
From this bug report I was able to find out that you could do the following:
submenu->setStyleSheet("QMenu { menu-scrollable: 1; }");
Works like a charm.
There is no such possibility as far as I know.
Maybe you shouldn't use a sub menu for this but prefer a menu entry that show a Point manager GUI of your own which would have a QListWidget displaying all your points items.
I'm aware that this solution will break a (big?) part of your code but I don't see anything else.
I think you may be able to get the effect you want by creating and using your own QStyle subclass (via QApplication::setStyle()), and overriding the styleHint virtual method to return 1 when the StyleHint parameter passed in is SH_Menu_Scrollable. At least, that works for me when I create large QMenu objects and show them as popup menus.... It may also work for QMenus attached to the menu bar, but I havent tried that.
Whilst it is possible by subclassing the QMenu class to create a custom widget and going from there you're better off looking at a better way to display that information. You'll save yourself time and it'll be much easier for your users to not have to scroll through a big list of items in a small area.
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I'm creating a control that can be used for manual inspection of Tesseract-OCR's output.
Currently I've implemented it as a custom widget, where I do all the drawing (I use a QScrollArea to handle the scrolling at least), and it looks like this:
As you can see, the images are "flowing", like word-wrapped lines in a text editor, and I use the space below the header text, so I don't have 2 clearly separated columns.
Now, it was suggested to me that using a custom widget is 'reinventing the wheel', but the problem is, I don't see a clear way to customize one of the existing container widgets enough to look and behave like this, that would involve significantly less effort or code. Neither is it clear at all to me what is the best way to do it. At most, I can think of using a QListWidget with owner-drawn items and variable item heights.
Am I wrong to use a custom widget here?
Is it possible to save the current tab position/order in a QTabWidget in Qt?
What I want is basically to be able to let the users arrange the tabs as they like and then let them save the position so when they open the application again the tabs are where they were when last saved.
In the past I have done this put this only saves the window geometry.
QSettings mySettings("someName", "MyApp");
mySettings.beginGroup("MainWindow");
mySettings.setValue("geometry", saveGeometry());
mySettings.endGroup()
;
Any idea how or where can I find the information to get this done?
Thanks
Apparently there is no built-in way to do it, so you need to implement it. I don't see any possible troubles with it.
For example, you may obtain the index of each widget using QTabWidget::indexOf, or you may iterate over all tabs and obtain widgets using QTabWidget::widget, depending on which way is more convenient in your app.
When starting the app, sort your widgets by saved index and add them to the tab widget in that order.
I've been wanting to program a simple game with a simple GUI using Qt (Its will be a VERY simple game, nothing fancy). What I've been wondering is, how can I create multiple windows and display them when needed? For an example, a battle screen and an inventory screen. The user should only see one of them, but should be able to access the other one when needed. I was using stacked widget but I'm not sure if that's the proper way. Also, is it better to design the windows in the designer or to code them?
A StackWidget certainly would accomplish what you want to do. The reason why it is not always used for this kind of thing, is that it all the screens are pre-created at the beginning and always exist. This means it takes a little longer to initialize, and you are using more resources than you need at any one time
But as you are saying, if this is a simple game, then I don't see a big problem with it. Just as easily, you could also, create an empty layout and swap the inventory and game panels as needed.
Add my vote to everyone else suggesting to use the designer. It is so much easier to manipulate layouts, actions, and such using the designer then through code.
You can see the Designer manual here
So this is what I would suggest:
Create your "battleScreen.ui" - which is the designer file for your battle screen and everything in it, and then create your "inventory.ui". Both of these could be QWidgets, or QFrames, or whatever makes sense.
Then create your "Game.ui" which will be your QMainWindow.
In your Game main window, you can then add your QStackWidget, and place your inventory, and battle screens in the stack widget.
If you don't know how to do that...
1) drag a QWidget into your form (into the stack widget)
2) select the new QWidget and right-click.
3) Select "Promote to..."
4) Fill out the information to promote the QWidget to your inventory class
Promoted Class Name: The name of your inventory class
Header File: The header file of your inventory class
5) Click add
6) Click Promote.
Hope that helps.
Since I'm not sure what your goals are I can't advise whether or not the stacked widget is appropriate but I think you can accomplish quite a lot using the designer and style sheets. If you need to code some parts of the GUI, you can always drop in a place holder widget and either replace it with coded items or make them children of the place holders.
A general answer for a general question:
Use the Designer to create your windows; hide and show the auxiliary windows as needed.
Use a flow manager class to manage the visibility of a related set of windows.
The stacked widget is useful for managing a button/icon whose appearance changes based on state; the different representations live in the stack.
I have a QListWidget containing items which have icons and when the items are selected the icon is just highlighted out. Is there a way to prevent this? I can't use stylesheets because it's for an embedded application and including them takes up too much space.
thanks
I suppose when you say "Highlithed out", you mean that the icon colors don't render well when the line is selected, and therefore, you can't see properly the icon...
Maybe you could consider using a different icon when the item is selected. It's possible to do so by specifing a mode to your icon.
Example :
QIcon MyIcon(":/images/foo");
MyIcon.addFile(":/images/bar", QSize(...), QIcon::Selected);
You can easily make a try in QtDesigner and see the results...
Hope it helps a bit !
Certainly, drawing on a black-and-white screen presents its challenges.
It sounds like you just want to change the appearance of the interface, not any functionality. If this is the case, a QItemDelegate-derived class (or QStyledItemDelegate) is almost certainly what you want. In particular, the drawDecoration function looks like it is used to draw an icon, and the style options should include whether it is selected. The simplest fix would be to override that function, set the selected flag in the options to false, then pass it up to the parent's function.
First what I want: The ability to display a grid with multiple columns, each cell having a custom render callback. So you might use such a control to display your inventory in a game, or something like the behaviour in Google Chrome where it shows a grid of popular pages you visit.
I've been playing with CListCtrl and while I can get custom rendering ability on each item, I can't get it work with columns - having say 3 items per row. The control has column-related methods but I think these are specifically for the built-in functionality where different attributes of an item are shown automatically in each column... not for providing a generic grid control.
So, does such functionality exist in MFC? If not then I wonder if the easiest approach is for me to actually insert each of the rows as an Item... and then the custom rendering draws the multiple cells in the row, I could also do custom UI to support clicking on the cells.
But what I really want is to be able to create a custom control, and add this as an item to a list - like in Flex for instance - so I/O etc is automatically handled.
Any advice/information welcome...
Dundas has thrown some of its (excellent) components in the public domain. Their Ultimate Grid is available on CodeProject.
I'm not aware of a built-in control, but I think you should take a look at this.
The article is describing in detail the functionality of a fully featured MFC grid control, derived from CWnd, for displaying tabular data.
YOUR_LIST_CONTROL.SetExtendedStyle(LVS_EX_FULLROWSELECT|LVS_EX_INFOTIP|LVS_EX_GRIDLINES);
I think it will help you (SetExtendedStyle).
I suggest this one:
https://code.google.com/p/cgridlistctrlex/
very complete